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Senua’s Saga: Hellblade II – On Location at The Huge Iceland Setting

May 21, 2024
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MALIK PRINCE: Video games on this podcast vary from E to M.

[MUSIC PLAYING]

MALIK PRINCE: We’re right here to speak all issues Senua’s Saga– Hellblade II

And I’ve two superb individuals who labored on the sport

right here to assist me by way of this as a result of they’re the actual stars.

I’ve Lara Durham and Dan Attwell,

who’re going to speak concerning the sport, speak about what we

skilled right here in Iceland, and truly simply be the specialists.

How are you all doing at the moment, by the best way?

Good.

Yeah, actually good.

MALIK PRINCE: We’ve simply endured

two days of extraordinarily lengthy treks throughout Iceland

and it has been superb.

And I bought to start out with you, Lara.

I feel that this has been a tremendous journey.

And so I am curious, what’s your function right here at Ninja Principle?

So I used to be the scriptwriter for Senua’s Saga–

Hellblade II, and I additionally did directed the efficiency

seize.

We’ve a number of questions posed to you

as a result of this sport is like such a story expertise

that we’ll come to you about a number of that stuff.

Nicely, sure, however you’ll be able to come to Dan as properly.

MALIK PRINCE: OK.

[LAUGHS]

As a result of all people on the workforce is

concerned in telling that story, so everyone knows.

Yeah, you are in there.

Nicely, talking of you, Dan, what’s

your function right here at Ninja Principle?

DAN ATTWELL: So I am Setting Artwork Director.

I am additionally one of many inventive route workforce as properly.

MALIK PRINCE: Superior.

And it’s totally apparent why you selected Iceland,

and we’ll get into that in just a bit bit.

However Lara, are you able to set it up?

For people who could also be leaping into this sport

for the primary time and possibly have not performed the primary one,

are you able to clarify a bit bit about Senua’s journey

within the first sport and the place that leads us within the sequel?

ANNOUNCER: Sure, after all.

So Senua is a Pictish warrior from Orkney,

and she or he sees and hears the world in another way from different individuals.

Her father made that really feel like a curse,

so she retreated from the world.

However she met a younger man who not solely opened

her coronary heart to the world, but in addition taught her methods to be a warrior.

And when he’s killed in a rage by Viking slavers,

she units out to free his soul from hell.

And that is her expertise within the first sport.

She’s very traumatized and buffeted by her experiences.

By the point we come to the start of the second sport,

she’s discovered a sort of peace along with her experiences.

She’s discovered some company.

So when the Vikings come again to her village,

she makes a promise to Dillion that no one else will

undergo like he did and she is going to cease the slave commerce

at its supply.

And that promise is what leads her to Iceland.

Oh, that’s so badass, if I can say that.

Out of your perspective, that journey you talked about,

the phrases you employ have been like “by the point we get to the second

sport.”

How necessary is it to have that character arc and that character

growth, the place you are constructing a narrative?

It is actually necessary to us that we do not press

the reset button on Senua.

The occasions of the primary sport modified her,

and that has to stay true.

That has to remain true.

For her character to be convincing and genuine

and really feel actual, she has to vary.

She has to develop.

So within the second game–

the primary sport was very insular.

It was a really private journey for her.

On this second sport, we’re taking her out into the world

and she or he’ll meet different individuals and be modified by them

and alter them, and it’s actually a continuation

of that journey for her.

I really like that, and we’re excited to see how she tackles it.

Now, Dan, we’re in Iceland and a number of what you’ve got mentioned–

and we have been right here with creators

and we have been speaking to creators.

And Dan, I feel you arrange the explanation

we’re right here in Iceland so properly.

The primary sport wasn’t essentially in an actual location

and now we’re.

What are a number of the advantages that affords you

and a number of the issues you must take into account?

DAN ATTWELL: Yeah, so basing on actual areas

and capturing these actual areas

sort of affords us the chance

to extend immersion.

As a result of we’re utilizing actual world reference and issues

like that, actual world areas, it

implies that you sort of do not query

what you see on different screens.

So there is a groundedness or a believability

to it, which is becoming completely

with how Senua was interacting, and now on this sport,

in comparison with the primary one.

Yeah.

We have been really speaking the primary night time

at dinner about how precisely what you stated

is true of so many video games, even a number of the greatest

video games on this planet.

For those who assume GTA V, which isn’t essentially

Los Angeles, however the purpose why I feel

it resonated with so many individuals is as a result of it

is a model of Los Angeles.

And I feel it is attention-grabbing, and we’ll

get into it as we go into every location, a number of the liberties

that you just needed to take with every location,

but in addition simply how true to every location and the weather

that you just saved from every location as we went by way of.

So on the primary day, we went to Djúpalón,

and that was an expertise.

Everybody is aware of who watches this podcast is aware of I am a metropolis boy.

I grew up in New York Metropolis.

So that’s the furthest factor from New York Metropolis.

So once I was there, we bought there.

It was sort of overcast.

And I used to be like, oh, I hope it begins raining.

As a result of I really feel like this sport, it shines within the rain.

I imply, we are able to speak about how stunning the sport is, simply

typically talking, however I feel within the rain and all the pieces.

However yeah, that location, are you able to inform us

a bit bit, Lara, about the advantages of going there?

LARA DERHAM: We’ve proven that location earlier than as half

of a gameplay trailer we launched,

which reveals Senua’s encounter with the ocean large.

MALIK PRINCE: Sure.

LARA DERHAM: So we needed to take everybody there,

simply to indicate how we have created recreated that location in sport.

It is a massively necessary second for Senua.

She will be able to’t give an excessive amount of away in spoilers.

MALIK PRINCE: After all.

After all.

LARA DERHAM: However she meets a personality there

who’s actually, actually necessary to her.

That location, I feel going there actually

impressed the creation of the ocean large and that encounter.

As a result of whenever you go there and it is such a stark panorama.

There’s all these large rocks crouched there, like giants.

MALIK PRINCE: 100%.

LARA DERHAM: And the ocean is such a presence.

It appeared actually becoming to create an encounter

like in that location.

Yeah, and some issues there.

One, I simply bear in mind the reveal of that.

Everybody remembers the place they have been when

they noticed that gameplay trailer.

And I simply assume there’s a lot going

on from the graphical constancy of that second

to the urgency of that second for Senua attempting to run away.

Every part was so nice.

However I really like what you talked about concerning the sea

being form of a presence there, as a result of that’s what I felt.

You nearly felt each wave crashing

into rock in your chest, and I really feel

like that was superior to see.

Now, out of your perspective, Dan, when

you are going to construct that and also you go onto this seashore

and also you see all of those totally different parts,

from the black rocks to the spectacular rock formations

to the ocean, what’s the very first thing that

involves your thoughts of how you are going

to recreate that within the sport?

Crikey.

[LAUGHTER]

Nicely, yeah, mainly that.

How are we going to do that?

Nicely, yeah, by way of the process–

as a result of we knew we needed to have

a illustration of the placement as devoted as doable,

so we used satellite tv for pc information to get the topology of the land.

After which we finally used drone-based photogrammetry

on high of that to get a better decision.

After which we went in there and we took

scans of all of the totally different rocks and issues like that

and sort of recreated them again within the sport engine.

Yeah.

So it was a multi-layered factor.

And that location, typically, was one of many first take a look at bits

that we did as properly.

MALIK PRINCE: Oh, good.

DAN ATTWELL: And I feel, as properly, components of that story

got here out of being there anyway, that impressed

us to try this chunk of the story as properly.

Now the cave, although, the place the ocean creature was

wasn’t there.

No.

Only for any of the areas, however this one particularly,

what have been a few of the–

you make a sport, proper?

So you’ve gotten this place that you are taking inspiration from

after which you must take it and make a sport.

So I am assuming that cave got here into it,

like, how will we make it in order that the participant walks into it

and finds one thing?

I imply, should you take a look at the world that we positioned it,

you’ll be able to sort of think about how that headland was

related to a number of the sea stacks which are on the market.

What we additionally did, as properly, is we took–

there is a location additional up across the peninsula,

the place there’s sort of a sea cave there,

and we used that as an inspiration.

We scanned that, as properly, and we sort of

transplanted into that space so it sort of feels built-in.

However yeah.

And by way of how the narrative performs out,

the place the important thing beats are, and issues like that,

there’s issues that now we have to take away.

There’s issues that now we have so as to add.

However then in essence, we wish to preserve the sensation of the placement

to be fairly devoted, although.

MALIK PRINCE: 100%, and I feel you all did an important job simply

from that gameplay trailer.

I am unable to wait to really leap in.

However Lara, from the attitude of somebody

who clearly is a scriptwriter, but in addition,

you oversaw the movement seize, we bought the prospect

to hike a few of these hills, and I shortly

realized how out of form I’m.

In order that was nice.

Thanks for that.

However then one factor that I saved pondering in my head is like,

not solely is Senua battling any foes that she might come throughout,

but it surely’s actually she’s battling the terrain,

and there is the bodily, I suppose,

fortitude wanted to recover from the terrain.

What was it like capturing these sorts of scenes, I suppose?

So we tried to be as 1:1 as doable with our movement

seize.

So which means if now we have to do a difficult traversal sequence,

then we recreate it on stage and have Molina,

our superb actress, really make her means by way of that

and document that as a sequence, after which

that is what we use within the sport.

So you actually have that constancy of efficiency

that provides to the immersion.

We’ve a extremely, actually gifted workforce

of people that make that occur.

MALIK PRINCE: Yeah, and it was so evident.

As we’re going, we have solely talked about one location,

however I feel one factor that possibly gamers

have seen from the trailers and simply from the gameplay,

typically, is simply the mastery, the extent of mastery

that you just all have in constructing these.

The eye to element is simply spectacular.

However I wish to transfer on to the second location,

and assist me with this title pronunciation.

I’m a metropolis boy, bear in mind.

Reykjanes?

Yeah, fairly shut.

Fairly shut?

OK, cool.

Cool.

I am going to take that.

How would you say it?

In order that particular space, Reykjanestá.

MALIK PRINCE: Reykjanestá.

DAN ATTWELL: There you go.

MALIK PRINCE: So I wasn’t that shut,

however I recognize you giving me credit score.

That is the place we went on day two.

There’s a lot to speak about in that house,

however I feel you probably did an important job of establishing

that that is Senua’s touchdown level as she’s coming

to the southern tip of Iceland.

What’s the different significance of that location for Senua?

LARA DERHAM: It is the primary time she

encounters this unusual island that she’s come to.

She does not know the place she’s going.

She does not know what that is.

So she turns up and, properly, you’ve got seen it.

We had good sunshine once we have been there,

however should you think about an evening thunderstorm

with driving rain and a livid sea,

you’ll be able to see how imposing and terrifying that will really feel.

So it is actually fairly a confronting and–

what is the phrase I would like– like dynamic scene for her

to come across.

MALIK PRINCE: And I feel on this sport,

gamers will discover a number of these conditions

the place you thought Senua had gone by way of all the pieces she may

presumably undergo after which here is

this new expertise for her.

And that is so cool.

After which, Dan, out of your perspective,

once I went to that location, there

have been like pops of inexperienced on a number of the rocks after which the ocean

moss.

However that place additionally had what appeared just like the lava rocks that

have been extra not too long ago positioned there as a result of it is like extra lively,

volcanic-wise.

As you are constructing every location,

what are a number of the issues that you are looking at

to construct out that spot to provide it its personal id,

clearly, outdoors of the inspiration that is there?

DAN ATTWELL: Yeah.

Nicely, I imply, the areas that we have picked

are all fairly distinct anyway.

MALIK PRINCE: Yeah.

DAN ATTWELL: After which we lean into these,

by way of the lighting and the climate

and issues that we put within the first degree.

It is very a lot consultant of Senua’s psychological state

at that time and it pushes the narrative

in a sure route.

So whenever you’re going by way of that,

we needed it to be oppressive.

We needed to extend the bleakness of it

to essentially hammer house what–

it is sort of dawned on her that she did not

know the place she was going.

She does not know the place she is.

It is simply all fairly overwhelming at that time.

MALIK PRINCE: Yeah.

It was simply beautiful.

I really feel like I am operating out of adjectives to explain

the scenes in Iceland.

I am identical to, individuals are going to assume I am a damaged document.

However it’s simply so overwhelmingly stunning

that you just simply can not help however be awestruck.

Our subsequent cease was Krysuvik.

And Lara, you advised an important story.

And I feel one of many issues that I discussed

on the very starting of this complete expertise

was the choice to go to Iceland appeared multifaceted.

And it’s the stunning location,

but it surely’s additionally it is lore.

And she or he advised an important lore story about Krysuvik,

should you do not thoughts sharing with the viewers.

No, I can.

So the title Krysuvik comes from, it means “Kyrsa’s Bay.”

MALIK PRINCE: I see.

LARA DERHAM: Krysa was supposedly

a witch who lived there.

And her sister, in some variations of the story, who was called–

I would pronounce this incorrect.

I’ve solely seen it written down–

Herdis.

MALIK PRINCE: Yeah.

LARA DERHAM: She lived close by in what’s now Herdisarvik.

And so they had a bit dispute over the place

the boundary between their two settlements was,

and every of the settlements had excellent fishing spots.

So sooner or later they met.

And so they’re nonetheless indignant with one another as a result of

of this boundary dispute they usually began buying and selling insults,

and people insults changed into curses.

So Krysa would say I’ll curse your fishing grounds so

that each one your trouts flip into fir trout

and develop fir and turn into inedible.

And Herdis would say, I curse your fishing spot in order that

all of your trouts into anglerfish.

And so they bought angrier and angrier with one another

till the trend was so overwhelming that they exploded.

And so they additionally took out a shepherd

simply haplessly wandering by.

Someplace round there– I have never

been capable of finding it– however someplace round there,

there are three piles of stones that characterize.

I discovered them.

No, I did not.

[LAUGHTER]

So whenever you hear these tales, what

do you pull from that to use to Senua’s Saga?

LARA DERHAM: We have tried with each location

to floor what we’re doing with it in some sort of connection

again to the folklore and again to the land.

Possibly in an summary means.

It might be in a particular means.

However we all the time needed it to have that sort of hyperlink to the land.

So we took that determine of Krysa and we

took female, monstrous power from that,

after which we used that to create the settlement of Freyslake.

Frey comes from Freya, the goddess, female goddess

of Norse mythology.

After which the [NON-ENGLISH] refers back to the sizzling springs that

are in that space.

And so the sort of effervescent fury of the recent springs,

the trend of the witches, and the female power

turns into very slick.

In order that was how we sort of got here up with the title.

And once more, to not give an excessive amount of away, however there

are different hyperlinks to the narrative.

MALIK PRINCE: Yeah, 100%.

After which, Dan, there have been a number of issues

that I seen about that place.

The scent was one.

Very sulfuric, which is ok.

It was nice, you realize, the steam coming from that place.

If you’re constructing a sport, particularly from an surroundings

perspective, do you see locations like that

which are up to now totally different than every other place

as moments to be like, OK, I am going

to take a bit little bit of inventive freedom?

or do you simply go straight ahead

and say, this place is so vastly totally different from some

of the opposite locations that we visited that we wish to keep

true to the essence of it?

DAN ATTWELL: A little bit of each, actually.

I imply, yeah, as a result of we needed to take some inventive liberties

within the structure of that anyway, as a result of sticking a settlement

proper on high of it, it’s kind of of a bizarre place

to place a settlement.

MALIK PRINCE: Yeah, a bit bit.

Yeah.

DAN ATTWELL: But it surely feeds off what you have been simply saying

concerning the concepts behind it.

After which, yeah, we have accentuated

a few of that that was there, with the effervescent mud and issues

like that.

We have areas inside it which are much more sort of risky

and issues.

We dial some stuff up.

We dial some stuff down.

Yeah.

Will gamers, in the event that they contact the water, will they like get burned

or one thing.

As a result of we have been warned by the bus driver,

don’t take a look at out the water.

It’s sizzling.

No, you’ll be able to’t.

OK.

That is confirmed.

Confirmed.

What are a number of the encounters that Senua

was going to have in Krysuvik?

LARA DERHAM: So Krysuvik is the place we first

encounter the droga.

MALIK PRINCE: Yeah.

LARA DERHAM: Which you should have seen in a number of the trailers.

They’re based mostly actually strongly on the droga

from the Icelandic sagas, specifically– sorry

to get a bit particular, however there’s

a saga known as The Story of Grettir The Robust.

And in that, Grettir fights a droga.

And the Norse thought of the undead was actually, actually compelling

to us.

For them, the those that got here again from the useless

weren’t spirits.

Not ethereal, ghostly spirits.

They’re very, very actual, very bodily, and really violent

and really harmful.

So on this saga, the shepherd who comes again from the useless,

he roams round attacking livestock, attacking individuals,

and killing them.

And those that he kills, they flip into droga, too.

So there’s a component of contagion

to it, in addition to this actually violent bodily presence.

So that is what informs our depiction of the droga

and crucifix, the place you’ll first,

and Senua will first, encounter them.

MALIK PRINCE: All proper, subsequent up on the journey was Rauðhólar.

I do not know what I considered that place within the sense of it

was very clear, the hanging pink on these rocks.

And really, Dan, I am going to begin with you on this one.

As you realize, we’re in 2024.

You see this location.

You are like, I wish to put this within the sport.

However you understand the sport is about in tenth century Iceland.

And once more, going again to the very fact

that you must make a sport, what are parts there

that you just change and also you say, let’s go and–

how do you make it a sport?

DAN ATTWELL: Yeah.

Nicely, primary is the vista that you just

can see whenever you’re there, as a result of clearly, should you look

out past it, you’ll be able to see Reykjavik

and there is a motorway entrance and stuff like that.

MALIK PRINCE: It would not work.

DAN ATTWELL: Yeah, precisely.

So then and clearly, once more, it is

about dialing all the pieces up.

So we needed to develop that out.

We have accentuated a number of it.

We have modified the elevation.

It’ll provide you with a extremely cool opening shot as you are available

after which provide you with that sense of being misplaced inside it when

you get to the opposite finish.

Yeah, there’s a number of issues that you just

should tweak, positively, to make it really feel

compelling as a gameplay house.

I’ve beloved this.

And like I discussed, this complete expertise in Iceland

has been actually eye-opening.

I am glad that we have gotten to take the viewers alongside

for this as a result of I do not know that folks fairly perceive

what it takes to make a sport.

However not solely make a sport, however make

a sport that takes a location and builds upon it,

takes its affect and many factors of references

and builds it into the sport.

After which to what you’re employed on, which is script and all the pieces,

you even have to think about how a personality grows

in that house and their encounters, and all of it is

been nice.

After which Lara, I wish to pose this query to you.

As a result of as you construct this sport, as I discussed on the high,

with the mastery that you just all have gone by way of in lots of

totally different facets– we have not even gotten to how nice

the sport seems or the sound design, the binaural audio,

all of these elements–

what do you hope gamers take away from this?

LARA DERHAM: What I actually need is

for individuals who love cinema, who performed the primary sport

and possibly noticed one thing of themselves in her,

I would like them to really feel that we have continued

her journey in a means that makes them really feel as immersed and as

invested in Senua as they did from the primary sport.

However I might additionally like individuals who have not performed the primary sport

to turn into invested in Senua’s journey, turn into

immersed in her world.

MALIK PRINCE: Yeah, and I feel they’re going to do exactly that.

Simply once more, from the trailers, we have

seen that degree of dedication to her character,

and I do know once we get to play the total factor,

it’ll be much more evident.

After which, Dan, what do you hope that gamers take away from what

you’ve got constructed off of Iceland?

It’s a stunning land and also you all went to excessive lengths

to verify it was devoted, but in addition tweaked it in a means

that it is sensible for a sport.

What do you hope gamers can perceive

from this complete video or the method of creating that?

DAN ATTWELL: Nicely, I imply, yeah.

So the sense of journey was actually necessary for us to have

that starting, center and finish, have that actual curler coaster

of feelings and areas.

I might hope that when individuals come away from it,

they really feel like they’ve sort of gone on a journey,

too, like they’ve skilled it.

It is nonetheless fairly intimate.

The primary sport was tremendous sort of insular, like we talked about,

and really introspective.

And clearly, this one, she’s following different individuals

and she or he’s assembly different individuals and stuff like that.

But it surely’s nonetheless very, very private,

and I feel that the best way that we have

tried to characterize the areas hopefully amplifies that.

MALIK PRINCE: Yeah.

I feel gamers will certainly acknowledge and recognize

that cohesion between supply of inspiration and the sport,

the way it performs with Senua, and all these parts collectively.

Simply from this journey alone, I’ve a brand new appreciation for what

it takes to make a sport.

I’ve a brand new appreciation for what

it takes to construct a personality that has depth.

And I do know that the gamers all over the place, after they expertise

it, they will stroll away saying that that is one thing

particular and it is one thing that, fairly frankly,

if we’re being trustworthy, solely a workforce like Ninja Principle

can construct.

You all have accomplished superb work and I

cannot anticipate gamers to play.

So as soon as once more, a reminder that Senua’s Saga–

Hellblade II is out on Might twenty first on Xbox and PC, and naturally,

Day One on Xbox Recreation Cross.

Thanks a lot, Lara and Dan.

Thanks for stopping by.

Really, thank me for stopping by in Iceland,

I suppose we’d say.

[LAUGHS]

[MUSIC PLAYING]

[XBOX SOUND]



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